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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - Steve

Pages: 1 ... 94 95 [96] 97 98 ... 104
1426
ASL Scripts / New ASL Functions in v0.97b update
« on: June 05, 2008, 07:07:09 am »
There are some new functions in the v0.97b update that might be useful:

1. shape.GetNumEdges(), etc.

2. write to the console: open("$console", "w");

3. mesh.DeletePoint(), etc.

4. functions to access to attributes,

5. Spline access functions.  You can make cool looking chains and ropes that follow the shape of a spline!




1427
Anim8or v0.98 Discussion Forum / v0.97b Preview Ready
« on: June 05, 2008, 07:01:29 am »
I've posted an update to the latest preview called v0.97b.  It's dated June 1, 2008 and adds:

1. a few more texture modes to the ART renderer,

2. some new ASL script functions,

3. multi-threaded rendering (no, it doesn't use more threads to render faster, it uses one to render and one for the GUI to make Anim8or more responsive when rendering and to keep Vista from thinking that Anim8or is locked up.  Multiple threads for faster rendeing will come later.)  Please test the multi-threaded mode (use the Render->Multithreaded command to enable it) and let me know about any problems.

4. Some v0.97 bugs have been fixed.

Read the update on the v0.97 Preview page for details http://www.anim8or.com/download/preview/index.html

Steve

1428
General Anim8or Forum / Re: Thanks to Steve. :)
« on: June 04, 2008, 05:29:02 am »
Congratulations!  Nice job.  I never won anything for any of my movies so you're ahead of me :)

1429
General Anim8or Forum / Re: Dotan8
« on: June 03, 2008, 06:13:35 am »
"Only" once a month!  craksy, have you ever tried to publish something like this on a schedule?  It's a lot of work!

Thanks, Dotan8.  Another great issue.

1430
General Anim8or Forum / Re: Sticky- FAQ's/Rules?
« on: May 28, 2008, 04:37:18 pm »
And of course there is always to search tool.....

1431
General Anim8or Forum / Re: An8 format
« on: May 28, 2008, 04:35:53 pm »
The numbers in red are derivatives of the spline in the forward and backwards directions at that knot.

1432
Anim8or v0.98 Discussion Forum / Re: Offline manual files support
« on: May 21, 2008, 04:10:43 am »
Please take a look at the lower part of the download page:

http://www.anim8or.com/download/index.html

There you will see a link to a copy of the v0.85 Anim8or help file in .chm format.

While it doesn't say this there, if you put that file in the same directory as your anim8or.exe file you will be able to read it with the About->Help command.

1433
Anim8or v0.98 Discussion Forum / Re: Multithreading
« on: May 21, 2008, 04:03:59 am »
I am adding multithreading but not for rendering multiple frames simultaneously or to speed up a single frame.  That would be a large amount of work.  The reason I'm doing it is to make Anim8or more Vista friendly.  Vista kills programs that don't respond to messgaes in 10 seconds or so which doesn't let you render anything interesting.  I'll use one thread to process messages and one to render.

1434
Anim8or v0.98 Discussion Forum / Re: Specular-mapped Reflections
« on: May 21, 2008, 03:56:42 am »
Glossy reflectors will support reflection maps in the next update for v0.97 (which is nearing release...)

1435
Anim8or v0.98 Discussion Forum / Re: Law of Energy Conservation
« on: May 14, 2008, 11:35:25 pm »
Yes, the total reflectged energy of a material can be greater than the incoming energy.  That's true forall three renders: scanline, OpenGL and the ART Ray Tracer.

I have made a subtile change in the way the environment reflection materials work for the latter two so that they aren't additive but this hasn't been reflected in the scanline renderer yet - so 100% environment textures are added to the materials color.  I will be changing it to a lrp soon.  This change is a move in the direction of energy conservation.

Note that without true radiance calculations in the shader it can be difficult to get the look that you want when energy is conserved.  Hilights can easily be tooy dim.

1436
Anim8or v0.98 Discussion Forum / Re: linux
« on: May 12, 2008, 02:36:32 am »
I would really like to support Anim8or on Linux.  However it would be a lot of work.  One reason I use OpenGL is to make such a port easier.  (The same goes for the Mac.)  The main obsticle is that the dialogs are Windows resources but there are othe things that would need work.

1437
Anim8or v0.98 Discussion Forum / Re: Multithreading
« on: May 12, 2008, 02:15:54 am »
Yeah, multithreading would really speed up ray tracing.  Unfortunately it's not that simple to do it correctly in general.  Speeding up the rendering of a single frame would require that I completely rewrite the way that all of the random number generators work for the samplers.  It might be possible to do two frames in parallel, however, but that would use twice as much memory.

1438
General Anim8or Forum / Re: Forbidden Studios[Non-Paid]
« on: May 08, 2008, 05:15:11 pm »
Everyone, don't argue about bad language here.  Simply click on the "Report to moderator" link and we will take care of it.  Arguing and flames lower the value of these forums

1439
General Anim8or Forum / Polly: Game Engine with Anim8or Support
« on: May 08, 2008, 04:47:36 am »
Polly is an OpenGL base game engine that has direct Anim8or support.  In the near future the source will be available under to GPL license.  Written by Nicolaas.  http://www.irio.co.uk/index.php?page=polly

I haven't had time to try it yet so if you do let us know!

1440
Anim8or v0.98 Discussion Forum / Re: Small bug on plugins
« on: May 07, 2008, 06:03:11 am »
Thanks, I got it and am looking at it now.

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